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So here I want to share my ideas for a new Dimps game. I think the gameplay and ki system should be like IW, so here's what i'd like to see :

- Keep the Aura Dash

- No more fighting in the air, yes you heard me, because you can't do infinite combos and guys like Goku and Gohan don't have a lot of options to make good dmg combos in the air, it would be a classic fighter just like B2.

- A tutorial on cancelling, most people still don't know that long combos are possible in the Budokai games, B1 got shitty reviews from different website because they say there's no combo system thus making the fighting system simple, the cancel system is still not very well known so it would be good to inform people.

- Trial combos, yes just like in SF4, just so the noob can learn how to combo effectively.

- Make two different throws just like in IW, but not one that ends up in the air.

- Bring back the fatigue system of B3, in IW it was over exaggerated.

- No more things like Aura Spark, Aura Burn and Hyper mode since it's completly useless.

So that's about it, what do you guys think? And I want to mention that I didn't play SBAR, so i'm going by IW and the other Budokai games, you can share your ideas too.

And really it should make SBAR system its base and like Aneila said if it uses R & S fix the priority issues. Also I think the juggling should be more like SBAR as more ppl had the ability to juggle, yet there were still low juggle states to prevent infinites.

Oh yeah make regular dashing how it was in SBAR, a shit load faster

No dragon rush, stick twirling, button mashing mini-games AT ALL

Bring back manually charging ki or make auto-regen ALOT slower; I prefer manual but that's just me. Hell or make it like most fighting games where the only way to charge it is to actually FIGHT; not like SF4 where you get rewarded for getting your ass beat.

- Why would it cost ki? In IW it was fine.- I prefer P and K as well.- I agree- Yes but not like in BL, it was simply too much, I guess a little bit more than SBAR- Yes actually the fatigue system in BL was fine, this would be better than B3.- Hmmm, I ain't sure- Agree- Yes give it a new look.

In SBAR aura dash was faster and auradash rushes could absorb a hit unlike IW Auradash. I think it would neat to give auradashs' an armour type system, used to close distance or get away. Costs ki cause if you could spam it'd be broked.

What I also found neat about aura dashes in SBAR is that you can do a faster version of it that wastes less ki if you just double tap and direction first. I always use it instead of the normal aura dash.

-Balance the damage between physical attacks & DMs. The DM at the end of a combo shouldn't be doing more than half of the damage. Make it not awful to not end a combo w/ a DM.

-Make combos shorter. SBAR is good at this, BL was even better. Budokai games are pretty quick moving, but I think having overly long combos kind of slows the pace down unnecessarily. This could be done a couple ways, either by making baseline ki comeback faster, or doing a couple things w/ scaling to make doing these extremely long silly combos/infinites not practical in the actual game.

-Adjust the ki amount that attackers gain while comboing. Especially if DM's are free. When you stand to lose 1/2 life per combo, and use a almost half your ki escaping everytime, it creates a slippery slope to losing, since the ki game is deep in the other player's favor.

-MC isn't necessary with universal TC & dodges.

-Make moves track less so normal sidesteps are more viable. Moves like Axe kick shouldn't turn if the other player sidesteps.

There's a bunch of other stuff like making grabs better, but I think this stuff, plus Aneila's stuff like BL fatigue & less of a 100% focus on combos would improve the game a lot.

Hmmm...yeah, good idea. DMs in SBAR would always do 100% of their original damage in any combo. I think it should be that they are affected by damage scaling as well. Also, the juggling and combos in general are very good for SBAR...I mean, they shouldn't focus on changing the properties of juggling in SBAR since it is what made the game fun. Like, it was hard to juggle, but, also satisfying enough too. They should focus more in damage scaling. The damage scale is 3% less of the original damage for each hit...I think they should raise it to 4%. Just that 1 percent will make a big difference.

Yeah, that's a good idea too. About the thing that Forte said about adjusting the amount of ki the attacker's gain while doing a combo...it should be like SBAR's ki system...however, the amount of ki the attacker gains should be reduced slightly. The reason for this is that the reward concept is kept for the attacker. When the attacker has a ki advantage, he should be rewarded with a damaging combo. SBAR does it well because it stresses both players to not be in a ki disadvantage.

Dimps should make it so that the borderline between ki advantage and disadvantage is thinner...meaning that the attacker has to really catch the opponent off guard for the reward to be even more satisfying. Just slight adjustments with how fast the attacker's ki raises and how fast the opponent's ki raises should do fine. It's not that they did it bad in SBAR...it's just that the ki system needs to be fine tuned.

This topic kind of fell on its face, but I've been wondering, what's up w/ the tech system in this series? You can break fall immediately on pretty much every knockdown, and because of the invincibility while teching, there's pretty much no reason why you wouldn't. Couldn't that be an oppurtunity to introduce some actual wake up mechanics to this game?

Forte wrote:This topic kind of fell on its face, but I've been wondering, what's up w/ the tech system in this series? You can break fall immediately on pretty much every knockdown, and because of the invincibility while teching, there's pretty much no reason why you wouldn't. Couldn't that be an oppurtunity to introduce some actual wake up mechanics to this game?

Why would they be as stupid as to improve the core gameplay when they can put in new characters, like Garlic Jr and Farmer.

Forte wrote:This topic kind of fell on its face, but I've been wondering, what's up w/ the tech system in this series? You can break fall immediately on pretty much every knockdown, and because of the invincibility while teching, there's pretty much no reason why you wouldn't. Couldn't that be an oppurtunity to introduce some actual wake up mechanics to this game?

In SBAR, it's actually different. The biggest fault about breakfalling is tech traps. What I can simply do is knock the opponent in the air and predict where he'll breakfall in which I'll pull out an Aura Burst Smash. I can tech trap you just when you get up and you'll have no where else to go since it's already too late. Since Aura Burst Smash makes you invulnerable as well, you don't have to worry about counter attacks from the opponent...you just need to time it well and you'll catch him once he gets up.

Another thing to note. SBAR has 9 ways to breakfall (backwards flik flak, neutral breakfall, TC breakfall, side step up, side step down, Aura Burst backwards flik flak, Aura Burst breakfall, Aura Burst side step up and Aura Burst side step down)...Now, you may be thinking that you're completely invulnerable...but, you're not. Breakfalls are very susceptable to tech traps and if you do them too much, the opponent will begin to read you like a book and set up tech traps.

Now, here's where it gets interesting. SBAR also has 5 wakeup options (backwards flik flak, neutral wakeup, side step up and side step down). You can use a wakeup instead if your opponent begins to figure out your breakfall pattern. Using the wakeup will throw the opponent off and keep you at a safe distance from them.

Not only can you do 9 different breakfalls, but you can do 5 different wakeups as well. You can even fake your wakeup and bait your opponent in attacking you when you're down, in which you can use any of the 9 breakfalls.

Sad thing is, SBAR is the only game that has a crazy amount of tech options.

-Agreed. Not just that, they should make AB reduce fatigue. Also, ABRs should just knockdown instead of lead to combos...below is why.-Agreed. And if they use P/K, balance out the nullification. Basically, reduce the nullification windows enough so that they don't completely outprioritize anything that lacks it, and give everyone some useful nullifying move (and not have so many nullifying strings in general).-Infinites were a result of the juggle physics. SBAR/BL's juggle physics are why there are no infinites.-Not necessarily increase the scaling...see below for why.-This. And make the fatigue lower faster.-Agreed, but like Forte stated, reduce the ki regain for each hit. That and allow DMs to be EXed like in BL, thus enhancing properties in exchange for ki.-Agreed. Honestly, I'd like to see 5 bars instead of 7, too. After a combo, you're usually capable of 2 TCs by the time the opponent can teleport, which is absolutely stupid.-Instead of that, I think they should make MC drain 2 ki bars AND raise fatigue (more than TC).-Agreed.

Other things I'd like to add...throws should be more damaging and have a larger hitbox, as well as have more varied knockdowns, like crumples and staggers that give frame advantage. Also, some DMs should have reduced recovery to allow for zoning, and ki blasts should give varying effects (like in the BT series). Make the game focused on a lot more than predominantly rushdown. Dash attacks should also work like in BL, in that some of them are strings or stun for combos.

Soriphen wrote:Hmmm...yeah, good idea. DMs in SBAR would always do 100% of their original damage in any combo. I think it should be that they are affected by damage scaling as well. Also, the juggling and combos in general are very good for SBAR...I mean, they shouldn't focus on changing the properties of juggling in SBAR since it is what made the game fun. Like, it was hard to juggle, but, also satisfying enough too. They should focus more in damage scaling. The damage scale is 3% less of the original damage for each hit...I think they should raise it to 4%. Just that 1 percent will make a big difference.

It will, but it's not the reason damage is so high in the first place. As you said, it's the DMs. No scaling on DMs = HUGE damage in general. So much that the game requires 4000 health to even maintain length.

Soriphen wrote:Yeah true. They really gotta fix up the DMs and Ultimates.

If anything, I suggest taking a page out of SFIV...have the DM/Ultimate scaling done so that, while the move is scaled, the damage isn't reduced for each individual hit. This makes sure damage is lowered, but not to the point where you're better off doing basic combos.

For example, let's say you do SSJ4 Goku's 10X Kame (IW). Normally, it does 735pts. With scaling on DMs, let's say you use it on the 15th hit, where the move will do 58% of its original damage. Instead of the normal damage, you get 426pts. On the 20th hit, scaling is 43%, so the damage is 316pts. A HUGE dropoff from what you're used to. Scaling makes a huge difference. Now that I think about it, 4% may not be a bad idea either, as at the 15th hit, the damage would be 323pts instead (44% scaling)...and at the 20th hit (24% scaling), it's 176pts.

Either way, scaling on such moves would bring the damage down enough that 3000pts of health is enough.